L L4D2node

PointIsNearer

0x0079e410 · 148 bytes · __cdecl

_Z13PointIsNearerP14IPhysicsObjectRK6VectorS3_

Decompiled

undefined (3 params)

/* PointIsNearer(IPhysicsObject*, Vector const&, Vector const&) */

bool PointIsNearer(IPhysicsObject *param_1,Vector *param_2,Vector *param_3)

{
  float local_18;
  float local_14;
  float local_10;
  
  (**(code **)(*(int *)param_1 + 0xc4))(param_1,&local_18,0);
  return (local_10 - *(float *)(param_2 + 8)) * (local_10 - *(float *)(param_2 + 8)) +
         (local_18 - *(float *)param_2) * (local_18 - *(float *)param_2) +
         (local_14 - *(float *)(param_2 + 4)) * (local_14 - *(float *)(param_2 + 4)) <
         (local_14 - *(float *)(param_3 + 4)) * (local_14 - *(float *)(param_3 + 4)) +
         (local_18 - *(float *)param_3) * (local_18 - *(float *)param_3) +
         (local_10 - *(float *)(param_3 + 8)) * (local_10 - *(float *)(param_3 + 8));
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)